super bright windows w/HDR
PyROZen
05-03-2006, 06:22 PM
I've been toying with HDR on my newest map and it works great, but all of the reflective windows in my map are super bright, blinding anyone who looks in their vicinity. Can anyone clue me in on how to turn this down, or is it even with doing HDR on a multi-player map? Is it linked somehow with the env_sun entity?
JakeParlay
05-03-2006, 10:05 PM
setup a tonemap controller to be triggered on the map load. you can tweak exposure settings with that :cool:
http://developer.valvesoftware.com/wiki/Env_tonemap_controller
PyROZen
05-07-2006, 07:55 PM
okay, i've got most of the HDR lighting figured out, and also can use the tonemap_controller now. One more problem im having though, is the my interiors are nearly pitch black, even though i have windows. The only way i've been able to sufficently light these rooms realisticall is the place light_spot in the windows, facing towards the center of the room. It seems like there should be a better way to light these rooms, or is this acceptable in source mapping?
sorry if i sound like a n00b, but i'm still used to 1.3 mapping and using as few ent's and brushes as possible.
lee
Furyo
05-08-2006, 04:17 AM
You should either use light fixtures and light entities or do it the Valve way and add func_illusionary brushes in front of your windows with "whitelight001" on the face facing the interior of whatever you want to light. The bigger the brush the more light
Someth|ngW|cked
05-08-2006, 05:26 PM
For the interior lighting in dod_gamein i use a regular LIGHT entity towad the center of the room near the main light source(s) (window(s) or doorway(s)) with the fallowing settings
For light sources (windows/doorways) that are not in the direct path of the direct of the light_environment (less bright) i use these settings
BRIGHTNESS - 7 5 1 1000
MAXIMUM DISTANCE - 2048
For light sources (windows/doorways) that ARE in the direct path of the light_environment (brighter) i use these settings
BRIGHTNESS - 8 6 1 1000
MAXIMUM DISTANCE - 2048
With these settings my interiors look awsome, all u need to do is adjust the color of the light ever so slightly depending on the mood of your map, these settings yeild a nice orangeish, sunset ambient for interiors
Now as far as placement of the light entity goes i usually place a single light entity central to the lightsources in a room as appose to placing a light for each window or using a spotlight which doesn't create a nice ambient that i am going for
PyROZen
05-08-2006, 06:30 PM
cool, so apparently i was on the right track. it's so much different mapping in source, i still used to counting ent's, using as few lights as possible ect.... i'm not used to this much freedom :D
i'll give the func_illusionary a shot and see how it looks. right now the spot lights i've used look exactly how i want, i aim them at the same target my env_light and sun/
lee
Someth|ngW|cked
05-10-2006, 02:18 AM
My only problem with the texture lights provided with dods is that they are a operating room white
I know you can make your own light textures but i just found my method more simple for what i wanted to do
Also keep in mind that you will not see the full effect of the interior ambient unless tyou run at least fast vis, vis adds bounce durring compile
fishy
05-10-2006, 05:56 AM
Originally posted by Furyo
You should either use light fixtures and light entities or do it the Valve way and add func_illusionary brushes in front of your windows with "whitelight001" on the face facing the interior of whatever you want to light. The bigger the brush the more light
texture scaling is the best method of controlling the brightness. trying to control it by brush size will often cause bright spots like normal point lights. a larger brush, with a larger scale (i find 2 x 2 a good starting point), will give the same total light output, but spreads its origins over a larger area, doing away with the bright spots.
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